Difference between revisions of "Sharing Mods"

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imported>Qazaaq
(Created page with "'''For XBox:''' * Make sure loose assets are available (they're going to be converted and packed) * Load your plugin in the CK as the active plugin * Tell the CK to upload for...")
 
imported>Qazaaq
(Added note about plugin INIs.)
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==Platforms==
'''For XBox:'''
'''For XBox:'''
* Make sure loose assets are available (they're going to be converted and packed)
* Make sure loose assets are available (they're going to be converted and packed)
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* Import the beth.net information you made earlier (you did export it, right?)
* Import the beth.net information you made earlier (you did export it, right?)
* Click upload.
* Click upload.
==Notes==
*There is no reason to add [[INI Fragments]] to your archive. The CK will automatically detect and upload a correctly-named ini as part of the package uploaded to Bethesda.net.

Revision as of 23:36, 27 June 2016

Platforms

For XBox:

  • Make sure loose assets are available (they're going to be converted and packed)
  • Load your plugin in the CK as the active plugin
  • Tell the CK to upload for XBox.
  • Make sure the list contains everything you want, and nothing you don't.
  • Export the list once you perfect it so you don't have to fill it out again later
  • Hit OK
  • Wait for the CK to convert the files and create the two archives (if necessary)
  • Fill out the mod information for Beth.net
  • Hit export to save out the data you just filled out
  • Click upload

For PS4:

  • Make sure loose assets are available (they're going to be converted and packed)
  • Load your plugin in the CK as the active plugin
  • Tell the CK to upload for PS4
  • Import the list you made earlier for your XBox version (you did export a list, right?)
  • Hit OK
  • Wait for the CK to convert the files and create the archives (for now, because PS4 texture conversion is not supported, no texture archive will be made - attempting to make one yourself will crash the game)
  • Import the beth.net information you made earlier (you did export it, right?)
  • Click upload.

Notes

  • There is no reason to add INI Fragments to your archive. The CK will automatically detect and upload a correctly-named ini as part of the package uploaded to Bethesda.net.